我已经开始创建一个可以自由移动的游戏。您通过使用键盘进行移动时,它可以正常工作,但我要做的就是将其从主键盘中取出,以便在不同类别的乘法运算时可以打电话。我试图将其放在public static void中,并从main调用该方法,但是它不起作用。我的代码在下面提供。我已经对此坚持很久了。
我在相框中有一张图片以使其可见,该图片被命名为1。
import java.awt.event.KeyEvent;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.*;
public class StartGame {
public static void main(String[] argv) throws Exception {
JFrame MainFrame = new JFrame();
MainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
MainFrame.setSize(1210, 700);
MainFrame.setLocation(new java.awt.Point(150, 30));
MainFrame.setLayout(null);
MainFrame.setFocusable(true);
MainFrame.setFocusTraversalKeysEnabled(true);
MainFrame.setIconImage(new ImageIcon("images\\sword.png").getImage());
JLabel thing = new JLabel();
thing.setIcon(new ImageIcon("image\\1.gif"));
thing.setBounds(300, 300, thing.getPreferredSize().width, thing.getPreferredSize().height);
MainFrame.addKeyListener(new java.awt.event.KeyListener() {
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W) {
if (0 < thing.getY()) {
thing.setLocation(thing.getX(), thing.getY() - 10);
}
}
if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S) {
if (thing.getY() < 570) {
thing.setLocation(thing.getX(), thing.getY() + 10);
}
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
if (thing.getX() < 1110) {
thing.setLocation(thing.getX()+ 10, thing.getY());
}
}
if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {
if (0 < thing.getX()) {
thing.setLocation(thing.getX() - 10, thing.getY());
}
}
}
public void keyTyped(KeyEvent e) {
}
public void keyReleased(KeyEvent e) {
}
});
MainFrame.add(thing);
MainFrame.setVisible(true);
}
}
不使用KeyListener
,请使用key bindings API。使用键绑定API将使您能够在“窗口”级别而不是组件级别(如果需要)响应键事件。
例如...
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.ImageIcon;
import javax.swing.InputMap;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.KeyStroke;
public class StartGame {
public static void main(String[] argv) throws Exception {
JFrame mainFrame = new JFrame();
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setSize(1210, 700);
mainFrame.setLocation(new java.awt.Point(150, 30));
mainFrame.setLayout(null);
mainFrame.setFocusable(true);
mainFrame.setFocusTraversalKeysEnabled(true);
mainFrame.setIconImage(new ImageIcon("images\\sword.png").getImage());
JLabel thing = new JLabel("X");
//thing.setIcon(new ImageIcon("image\\1.gif"));
thing.setBounds(300, 300, thing.getPreferredSize().width, thing.getPreferredSize().height);
InputMap inputMap = thing.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = thing.getActionMap();
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "move.up");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "move.up");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "move.down");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "move.down");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "move.left");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "move.left");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "move.right");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), "move.right");
actionMap.put("move.up", new ThingAction(thing, new Point(0, -1)));
actionMap.put("move.down", new ThingAction(thing, new Point(0, 1)));
actionMap.put("move.left", new ThingAction(thing, new Point(-1, 0)));
actionMap.put("move.right", new ThingAction(thing, new Point(1, 0)));
mainFrame.add(thing);
mainFrame.setVisible(true);
}
public static class ThingAction extends AbstractAction {
private JLabel thing;
private Point delta;
public ThingAction(JLabel thing, Point delta) {
this.thing = thing;
this.delta = delta;
}
@Override
public void actionPerformed(ActionEvent arg0) {
thing.setLocation(thing.getX() + delta.x, thing.getY() + delta.y);
}
}
}
这是一个非常基本的示例,但是它说明了两个关键点:
Action
处理鼠标输入或操纵杆输入首先,您需要使用游戏循环模式。游戏循环模式是按特定顺序处理游戏事件的循环。首先,您处理输入,更新对象并最后渲染屏幕。此图像是该渲染的示例:
如果您在项目开始时就没有遵循这种模式,那么后期您会发现更多的处理困难。
请阅读此博客以找到有关它的更多信息:https://gamesprogramminggroup02.wordpress.com/2016/03/04/design-patterns-game-loop/